1,369 research outputs found
Exploring the potential usefulness of binary space partitions in architectural representations
There have been recent advances developed within the computer gaming industry that have made real-time first-person perspective spatial experiences feasible on the personal computer. Principally through the use of binary space partition tree structures, developers of threedimensional gaming environments are able to convey to computer users a convincing sense of movement through space. The technology behind these advances may be termed as a particularization of Virtual Reality. This paper will outline research intended to determine the possible usefulness of binary space partitions in the fields of architectural education and practice. The feasibility of this technology was studied by directly observing original experimentation in practical application, which was conducted primarily in the Imaging Laboratory at the New Jersey School of Architecture. In addition, this paper references existing theories and experiencebased expositions on the application of computer technology to architectural design and representation, with particular regard to the use of generalized virtual reality
Stop Kiss: A Scenic Design
The purpose of this thesis is to document the design processes of the University of Nebraska Lincoln’s production of Stop Kiss by Diana Son, produced March 1-9, 2023, in partnership with the Nebraska Repertory Theatre. Documented is a complete representation of a scenic design process including discussion of practices and design methodologies, research plates, supporting analytical paperwork, preliminary sketches, digital renderings, and 1/4” scale model photos, a full set of drafting, painter’s elevations and a corresponding props and dressing list. Performance photos follow as an archive of the production process and performance photos.
Advisor: Joshua David Madse
Applying principles of Information Design to help parents accept babies with Down syndrome
My creative project is a system of resource materials designed for parents and expecting parents to promote acceptance of babies with Down syndrome. This project is also a study of information architecture and icon development, and an opportunity to study the universal and emotive qualities of an iconic system
Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems
As robotic systems are moved out of factory work cells into human-facing
environments questions of choreography become central to their design,
placement, and application. With a human viewer or counterpart present, a
system will automatically be interpreted within context, style of movement, and
form factor by human beings as animate elements of their environment. The
interpretation by this human counterpart is critical to the success of the
system's integration: knobs on the system need to make sense to a human
counterpart; an artificial agent should have a way of notifying a human
counterpart of a change in system state, possibly through motion profiles; and
the motion of a human counterpart may have important contextual clues for task
completion. Thus, professional choreographers, dance practitioners, and
movement analysts are critical to research in robotics. They have design
methods for movement that align with human audience perception, can identify
simplified features of movement for human-robot interaction goals, and have
detailed knowledge of the capacity of human movement. This article provides
approaches employed by one research lab, specific impacts on technical and
artistic projects within, and principles that may guide future such work. The
background section reports on choreography, somatic perspectives,
improvisation, the Laban/Bartenieff Movement System, and robotics. From this
context methods including embodied exercises, writing prompts, and community
building activities have been developed to facilitate interdisciplinary
research. The results of this work is presented as an overview of a smattering
of projects in areas like high-level motion planning, software development for
rapid prototyping of movement, artistic output, and user studies that help
understand how people interpret movement. Finally, guiding principles for other
groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for
the 21st Century)"
http://www.mdpi.com/journal/arts/special_issues/Machine_Artis
Exploring the Affective Loop
Research in psychology and neurology shows that both body and mind are
involved when experiencing emotions (Damasio 1994, Davidson et al.
2003). People are also very physical when they try to communicate their
emotions. Somewhere in between beings consciously and unconsciously
aware of it ourselves, we produce both verbal and physical signs to make
other people understand how we feel. Simultaneously, this production of
signs involves us in a stronger personal experience of the emotions we
express.
Emotions are also communicated in the digital world, but there is little
focus on users' personal as well as physical experience of emotions in
the available digital media. In order to explore whether and how we can
expand existing media, we have designed, implemented and evaluated
/eMoto/, a mobile service for sending affective messages to others. With
eMoto, we explicitly aim to address both cognitive and physical
experiences of human emotions. Through combining affective gestures for
input with affective expressions that make use of colors, shapes and
animations for the background of messages, the interaction "pulls" the
user into an /affective loop/. In this thesis we define what we mean by
affective loop and present a user-centered design approach expressed
through four design principles inspired by previous work within Human
Computer Interaction (HCI) but adjusted to our purposes; /embodiment/
(Dourish 2001) as a means to address how people communicate emotions in
real life, /flow/ (Csikszentmihalyi 1990) to reach a state of
involvement that goes further than the current context, /ambiguity/ of
the designed expressions (Gaver et al. 2003) to allow for open-ended
interpretation by the end-users instead of simplistic, one-emotion
one-expression pairs and /natural but designed expressions/ to address
people's natural couplings between cognitively and physically
experienced emotions. We also present results from an end-user study of
eMoto that indicates that subjects got both physically and emotionally
involved in the interaction and that the designed "openness" and
ambiguity of the expressions, was appreciated and understood by our
subjects. Through the user study, we identified four potential design
problems that have to be tackled in order to achieve an affective loop
effect; the extent to which users' /feel in control/ of the interaction,
/harmony and coherence/ between cognitive and physical expressions/,/
/timing/ of expressions and feedback in a communicational setting, and
effects of users' /personality/ on their emotional expressions and
experiences of the interaction
EMPIRICAL RESEARCH ON HUMAN-AI COLLABORATIVE ARCHITECTURAL DESIGN PROCESS THROUGH A DEEP LEARNING APPROACH
北九州市立大学博士(工学)The purpose of this thesis is to explore how AI technologies intervene in the architectural design process and to discuss the importance and approaches that drive the paradigm shift towards human-AI collaboration in architectural design. The research is conducted from two perspectives: theoretical and practical. At the theoretical level, how AI technologies affect architectural design through technological evolution is analyzed, as well as the advantages, disadvantages and trends of different AI networks in sustainably analyzing and optimizing different kinds of architectural designs. Further, based on this, the methodology of how to develop a reflection on the nature of technology and data is discussed. At the practical level, AI methods that are inventive and capable of performance-based design are constructed and trained. And the basic process of human-AI collaborative architectural design is presented with an empirical study. The results of this thesis not only provide a theoretical reference and methodological basis for future research on human-AI collaborative architectural design at a broader and higher level but also attempt to explore new ideas and methods for the field of architectural design during the evolution of the old and new paradigms, ultimately realizing the purpose of sustainable development of the B&C industry.doctoral thesi
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
Kansei Engineering and cultural differences in mobile phone design
Kansei Engineering, a Japanese design method used to translate feelings into product parameters, was used to look at the mobile phone design features of the Motorola Charm, Samsung t249, and HTC HD7 in the United States. Preferences of four design features (shape, material, LCD screen size, and navigation tools) were explored in a sample population of twenty-five university students in a private Northeastern university. Six kanseis/feelings elicited by phones were determined to be important to this group: (1) Attractive, (2) Cool, (3) Durable, (4) Ergonomic, (5) Modern, and (6) User-friendly. A (generic) phone with a rectangular shape, comprised mostly of metal-like and glass material, with a large LCD screen and navigation via a touchpad was determined to be the most ideal and strongly perceived to elicit many of these kanseis. After exploring the cultural sub-groups of this sample, it was determined that there are significant cultural group differences between Chinese participants and both American and Indian participants, mainly when considering the durability (p=.008) and coolness (p=.034) of the phone feature set
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